Game system

ABSTRACT

In the game system GS, each of the game machines GA,GB which execute the local game transmits the game machine information of itself to the local server GA, the local server GA transmits to the center server CS the group coupling requirement MR 1  including plural pieces of the game machine information received and the group ID. The center server CS couples as the competitors the groups GR 1 ,GR 2  corresponding to at least two group coupling requirements MR 1 ,MR 2  received in the predetermined coupling period, and transmits to each of the game machines GA,GB,GC,GD having been coupled, the coupling notice  40  indicating the coupling result and the net server.

TECHNICAL FIELD

The present invention relates to a game system where a game is executed between game machines which were coupled by a center server.

BACKGROUND ART

There are well-known game systems where a center server accepts entry requirements from game machines, and couples the game machines requiring entry as competitors based on a predetermined conditions (for example, patent literatures 1 and 2).

CITATION LIST Patent Literature

-   PTL 1: JP 3811755B -   PTL 2: JP 3800109B

DISCLOSURE OF INVENTION Problem to be Solved by Invention

However, the conventional game systems is configured so that each player requires entry to a center server. There is no game system where plural players make one group and each group requires entry to a network game to compete between groups.

Then, the present invention aims to provide a game system where each group requires entry to a network game and a battle is executed between the groups.

Solution to Problem

The game system as one aspect of the present invention solves the above problem by being configured as a game system comprising: plural local networks; plural game machines which is connected to each of the plural local networks; and a center server which communicates with each of the game machines via an open network, in which each of the game machines is configured to communicate with the other game machine of the other local network via the open network, a local game is executed between the game machines in the local network, and a network battle game is executed between the game machines coupled by the center server by using the open network, wherein each of the game machines has: a local function determination portion which determines whether or not the game machine itself is a local server at a moment of starting the local game, the local server being a game server in the local game, a local server portion which makes the game machine itself function as the local server when it is determined that the game machine itself is the local server by the local function determination portion; a local client portion which, communicating with the local server portion, makes the game machine itself function as a local client which is a game client in the local game; a net server portion which, when a coupling notice transmitted from the center server indicates that the game machine itself is a net server which is a game server in the network battle game, makes the game machine itself function as the net server; and a net client portion which, when the coupling notice from the center server is received, makes the game machine itself function as a net client which is a game client in the network battle game, the local client portion transmits to the local server portion, the game machine information including at least a game machine ID for identifying the game machine itself, the local server portion generates and transmits to the center server, a group coupling requirement including a group ID for identifying a group constituted by the game machines which has transmitted the game machine information, and the net server portion controls progress of the network battle game where the groups battles with each other, by treating as one unit, the game machines correlated to each of the group IDs included in the coupling notice transmitted from the center server, and the center server has: a group coupling portion couples as competitors, the groups corresponding to at least two group coupling requirements which have been received during a predetermined coupling period; a net server determination portion which determines the net server from the game machines coupled by the group coupling portion; and a coupling notification portion which transmits to each of the game machines, the coupling notice including net server information indicating the game machine determined as the net server, the group IDs the groups of which are coupled, and the game machine information of each of the game machines corresponding to the group IDs.

According to the game system of the present invention, by the local server portion, the group coupling requirement is transmitted. The group coupling requirement requires that a group as one unit which is constituted by plural pieces of game machine information of the game machines participating in the local game, is coupled. By the group coupling portion of the center server, the groups are coupled with each other as competitors. By the net server determination portion, the net server is determined from the plural game machines which are coupled, and by the coupling notification portion, the coupling notice indicating the coupling result is transmitted to each of the game machines. At each of the game machines which has received the coupling notice, Process similar to processes in a known game system where a group battle is executed between the groups each of which is generated by the center server. For example, information necessary for the network battle game is transmitted from each net client to the net server.

Consequently, according to the present invention, the players playing the local game can make their entry into the network battle game as one group unit, and the center server executes the coupling of groups. Thereby, The players who made their entry as one group unit can execute the group battle as the same group unit. Accordingly, for example, two players who are acquaintances can enter the network battle game together as one group unit to battle another group unit. Additionally, the game system is designed so that the players playing the local game becomes one group unit, which makes it possible for the players to wait for the coupling notice, playing the local game. Thereby, even if another group as the competitor has not been found, the game system provides a situation where the players can enjoy the local game.

The received requirement is decided as the group coupling requirement in such a way that, for example, the group coupling portion may determine that the requirement is the group coupling requirement when the received requirement includes plural game machine IDs, or the net server portion may set information for distinguishing a group coupling requirement to the requirement. The group ID included in the group coupling requirement may be issued appropriately by the local server portion as a unique group ID, or may be identification information given uniquely to the local net work. In a case the game machine information includes a play history and the like, the group coupling portion may determine a group as a competitor based on the game machine information. The local game is not limited to a battle game, and is at least a game by plural players.

The local network is a network used by limited nodes (for example, game machines) like a local area network (LAN) within a shop and a local area network (LAN) within a company. The open network is a network to which not limited nodes can be connected like the internet. The well-known functions of a server portion and a client portion in a game machine for progressing a local game may be employed to the functions of the local server portion and the local client portion in the game machine for progressing the local game respectively. Also, the functions of a server portion and a client portion for progressing a well-known network game system where a network battle game is executed by setting as a server one of game machines which are competitors, may be employed to the functions of the game server portion and the game client portion in the game machine for progressing the network battle game respectively.

The communication between the local server portion and the local client portion includes the communication between the local server portion and the local client portion within the game machine where both of the portions are running. Also, the communication between the net server portion and the net client portion includes the communication between the net server portion and the net client portion within the game machine where both of the portions are running.

The local network may be a LAN within a shop, and the group ID may be a shop ID for identifying of each shop. Thereby, a group is made within a shop. Accordingly, it is possible to realize a battle between shops.

The game machine information may include player information of a player operating the game machine corresponding to the game machine information, and the game machine has: a shop table where the shop ID and a shop name are connected to each other; a player information obtaining portion which obtains the player information of the player operating the game machine itself; and a competitor group notification portion which, when the coupling notice is received, based on the game machine information included in the coupling notice received, displays on a game image of the local game, the player information and the shop name as a competitor group. Thereby, it is possible to notify the competitor information before the net battle game. Moreover, for example, when a player name is included in the player information, by displaying the player name, it is possible to enhance an atmosphere of reality. The construction that the player information is obtained by the player information obtaining portion includes a case that the player inputs directly the player information to the player information obtaining portion though a keyboard or the like, and a case that the player information stored in a card or the like is read through the player information obtaining portion.

After displaying the competitor group, the competitor group notification portion may make at least the local client portion stop functioning to terminate the local game. Thereby, even if the local game is not yet finished, it is possible to start the network battle game immediately after receiving the coupling notice.

Effects of the Invention

As mentioned above, according to the present invention, the game machine functioning as the local client in the local game is made to transmit to the local server, the game machine information of the game machine itself, the game machine functioning as the local server is made transmit to the center server, the group coupling requirement including plural pieces of the game machine information and the group ID, the center server is made to couple as the competitors, the groups corresponding to at least two of group coupling requirements which have been received during a predetermined coupling period, and the coupling notice indicating the coupling result and the net server, is transmitted to each of the game machines. Thereby, it is possible to provide a game system where a group can make an entry as one unit into the network game, and a battle between the units of groups each of which made an entry can be executed.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 A diagram showing an example of configuration of the game system of the present invention.

FIG. 2 A diagram showing an outline of hardware configuration of the central server shown in FIG. 1.

FIG. 3 A diagram showing an outline of hardware configuration of the game machine shown in FIG. 1.

FIG. 4 A sequence chart showing an outline of process flow executed between the center server and each game machine.

FIG. 5 A diagram showing a data structure of a coupling requirement and a coupling notice.

FIG. 6 A flowchart showing a process flow in a server coupling process.

FIG. 7 A flowchart showing a process flow in a coupling execution process shown in FIG. 6.

FIG. 8 A flowchart showing a process flow in a game machine process.

FIG. 9 A flowchart showing a process flow following the process flow shown in FIG. 8 in the game machine process.

BEST MODE FOR CARRYING OUT THE INVENTION

FIG. 1 is a diagram showing an example of a game system GS of the present invention. The game system GS of the present invention comprises a center server CS and plural game machines GA, GB, GC, GD. It is possible to communicate between the center server SC and each of the game machines GA, GB, GC, GD via the internet N. The game machines GA and GB are installed in a shop SP1 and can be communicated with each other via a shop LAN L1. The game machines GC and GD are installed in a shop SP2 and can be communicated with each other via a shop LAN L2. The game machines GA, GB, GC, GD are operated by players PA, PB, PC, PD respectively.

Hereinafter, when it is not necessary to distinguish each of the game machines GA to GD, each of them is referred to as the “game machine G”. When it is not necessary to distinguish each of the players PA to PD, each of them is referred to as the player P. When it is not necessary to distinguish each of the shops SP1 and SP2, each of them is referred to as “the shop SP”. When it is not necessary to distinguish each of the shop LANs L1 and L2, each of them is referred to as “the shop LAN”. Additionally, a shop server may be installed in a shop SP, and the game machine G and the center server CS may be communicated with each other via the shop server.

A game machine ID for identifying each game machine G in the shop SP is given to each game machine G. Also to each shop SP, a shop ID for identifying each shop SP is given. In the game system GS, a local game, for example a local soccer game, is executed between the game machines G in the same shop SP, and a network battle game, for example a network soccer game, is executed between game machines G of different shops SP. Hereinafter, the soccer game as the network battle game is referred to as “the net battle game”, and the local game and net battle game are collectively called “the game”.

The present invention provides the network battle game enabling to battle between group 1 constituted by the players PA and PB and group 2 constituted by the player PC and PD, when the local game is being executed in the shop SP1 by the players PA and PB, also being executed in the shop SP2 by the players PC and PD.

An outline of hardware configuration of the center server will be described by using FIG. 2. The center server CS comprises a server communication portion 10 for communicating with the game machines G, and a server control unit 11 which controls operations of the center server CS. The server control unit 11 has a CPU and a server storage area 12 necessary for the operations of the CPU, and functions as a computer. A program for making the center server CS operate is stored in the server storage area 12. By running the program, the server control unit 11 functions as, mainly, a group coupling portion 11 a, a net server portion 11 b and a coupling notification portion 11 c.

An outline of hardware configuration of the game machine G will be described by using FIG. 3. The game machine G comprises an operation input portion 20, a monitor 21, a speaker 22, a local communication portion 23, a game machine communication portion 24 and a game machine control unit 25. The operation input portion 20 accepts operations by the player P. In the monitor 21, game images and various kinds of messages are displayed. The speaker 22 outputs effect sounds of game. The local communication portion 23 communicates with other game machine G in the shop SP. The game machine communication portion 24 communicates with the game machine G in the other shop SP and the center server CS via the internet N. The game machine control unit 25 controls operations of the game machine G.

The game control unit 25 comprises a CPU and a game machine storage portion 26 necessary for the operations of the CPU, and functions as a computer. In the game machine storage portion 26, a program for making the game machine G operate is stored. By running the program, the game control unit 25 functions as, mainly, a local server portion 25 a, a local client portion 25 b, a net server portion 25 c, a net client portion 25 d, a local function determination portion 25 e and an competitor group notification portion 25 f. In the game machine storage area 26, as well as the program, there are stored various kinds of data such as the game machine ID of the game machine G, the shop ID of the shop SP where the game machine G is installed, a shop table where each shop SP and the shop name thereof are connected to each other, and the like.

In a case where the group GR1 constituted by the game machines GA, GB and the group GR2 constituted by the game machines GC, GD are determined as competitors in the net battle game by the center server CS, an outline of process flow until the net battle game starts will be described using FIGS. 4 and 5. Since similar processes are executed in each of the groups GR1 and GR2, mainly, the process flow of the group GR1 will be described. The game machine GA and the game machine GB are determined as competitors by a local coupling process within the shop SP1. Also, by the local coupling process, any one of the game machines G is determined as a local server in the local game. To the local coupling process, a known process for determining competitors in a case that game machines in a shop are competed to each other can be applied. The details of the local coupling process in the present embodiment will be described later.

Hereinafter, a case that the game machine GA is determined as the local server will be described. The game machine GA determined as the local server functions as, by making the local server portion 25 a run, a game server of the local game. Hereinafter, the game machine GA functioning as the local server portion 25 a is referred to as a local server GA. When the local server GA is determined in the local coupling process, the game machine ID of the game machine GB and the player information of the player PB such as a nickname and the like of the player PB are transmitted from the game machine GB to the local server GA as game machine information.

The player information may be information input to the game machine G through a keyboard or the like by each player P when the local game is started, or may be information which is read from a player card of each player P into the game machine G by a card reader. Thereby, the keyboard and the card reader as the operation input portion 20 functions as the player information obtaining portion.

The local server GA which has received the game machine information from the other game machine GB generates group data 30 for the group GR1 based on the game machine information received and the game machine information of the game machine GA, and transmits to the center server CS, a group coupling requirement MR1 including the group information 30. The group data 30 included in the coupling requirement MR1 is shown in FIG. 5. The group data 30 includes a shop ID 31 of the shop SP1 as a group ID, two game machine IDs 32 a, 32 b of the game machines GA, GB constituting the group GR1, and player information 33 a, 33 b of the players PA, PB operating the game machines GA, GB respectively.

When the group data 30 is transmitted to the center server CS, the local game is started between the game machine GA and the game machine GB under circumstances where the local server GA is set as the game server. The functions of a game server in a conventional local game system where a battle game is executed between game machines in a shop may be applied to the functions of the local server GA. For example, the local server GA obtains operation information of the players PA, PB from the local client portions 25 b of the game machines GA, GB respectively, and updates the game state depending on the operations. The updated game is transmitted from the local server GA to the local client portion 25 b of each of the game machines GA,GB. Depending on the game state obtained from the center server CS, the local client portion 25 b of each of the game machines GA,GB, for example, updates the game image.

On the other hand, also in the shop SP2, the processes similar to the processes which are executed between the game machines GA,GB are executed between the game machines GC,GD. In a case that the game machine GD is determined as the local server, a group coupling requirement MR2 including the group data 30′ of the group GR2 is transmitted from the local server GD to the center server CS. In the group data 30′ included in the coupling requirement MR2, as shown in FIG. 5, the shop ID 31′ of the shop SP2 as the group ID, two of game machine IDs 32 c, 32 d corresponding to the game machines GC, GD respectively, and the player information 33 c,33 d of the players PC,PD respectively are included. Hereinafter, when it is not necessary to distinguish between the game machine IDs 32 a to 32 d, each of them is referred to as the “game machine ID 32”, and when it is not necessary to distinguish between the pieces of player information 33 a to 33 d, each of them is referred to as the “player information 33”.

On the other hand, in the center server CS, a server coupling process is executed. In the server coupling process, firstly, for coupling the competitors in the net battle game, a coupling requirement from the game machine G is accepted during an entry period which is set for a predetermined time. The coupling requirement which is accepted by the center server CS, includes the mentioned group coupling requirement for a group as one unit to require coupling and a single coupling requirement for a single player to require coupling independently. The single coupling requirement may be generated in a similar processes to a coupling requirement in a conventional game system. The group coupling requirement and the single coupling requirement are collectively referred to as the “coupling requirement”.

For example, in a case that the coupling requirement includes plural game machine IDs 32, the center server CS determines the requirement is the group coupling requirement MR. When accepting the group coupling requirement MR1, the group coupling requirement MR1 is correlated to another group coupling requirement MR2, and the center server CS determines the groups GR1,GR2 corresponding to the group coupling requirements MR1,MR2 are competitors. In addition, the center server CS determines based on predetermined conditions from the four game machines GA to GD coupled to each other, one of the game machines GA as a game server in the net battle game, that is, a net server. For example, the local server which transmitted the group coupling requirement MR priorly may be determined as the net server. Hereinafter, a case that the game machine GA has been determined as the net server will be described.

When determining the net server, the center server CS generates a coupling notice 40. As shown in FIG. 5, the coupling notice 40 of the present embodiment includes the group data 30 of the group GR1, the group data 30′ of the group GR2 and net server information 41 indicating the net server. Then, the coupling notice generated is transmitted to each of all game machines GA to GD which are included in the coupled groups GR1,GR2.

In each of the game machines which receives the coupling notice 40, a net battle preparing process is executed. In the net battle preparing process, firstly, a message is shown in the game image of the local game, the message indicating that the group including the game machine itself has been coupled with the other group GR in the other shop SP. For example, in the game machine GA, the game machine GA specifies a shop name by the shop ID 31′ included in the group data 30′ of the competitor, and specifies nicknames of the players PC,PD to be the competitors by the player information 33 c, 33 d respectively, the group data 30′ and the player information 33 c,33 d being included in the coupling notice 40. Then, a coupling message “XXX and YYYY of the shop OOO are determined as your competitors.” is displayed in the monitor 21. Also, in each of the game machines GB, GC, GD, the coupling message is displayed based on the received coupling notice 40 in the similar way.

In the present embodiment, when the coupling message is displayed, the local game is stopped to execute the net battle game. On the other hand, in a case that the competitor is not found in the server coupling process, the coupling is not executed and the local game is executed until the game ends. Each game machine G can recognize by the net server information 41, that the net server portion 25 e of the game machine GA is the net server. Hereinafter, the game machine GA functioning as the net server is referred to as the “net server GA”.

When receiving the coupling notice 40, each game machine G makes the network client portion 25 b function and transmits to the net server GA, data for net game which is required by the net server when the battle game is executed. When a start notice of the net battle game is transmitted from the net server GA to each game machine G, the net battle game is executed at each game machine G. During the net battle game, the net server portion 25 c of the game machine GA functions as a game server in the net battle game, and the net client portion 25 d of each of the game machines G including the game machine GA functions as a game client in the net battle game. To the functions, the function of a game server and the function of a game client for realizing a group battle in a known network game may be applied respectively.

For example, the net client portion 25 d of each game machine G transmits operation information to the net server GA depending on operations by the player. The net server GA updates the game state based on the operation information of each player, and transmits the game state to the net client portion 25 d of each game machine G. The net client portion 25 d of each game machine G which has received the game state updates the game state in the game machine G. The net server GA sets a score of the group GR1 by accumulating scores which are obtained by the game machines GA and GB, and sets a score of the group GR2 by accumulating scores which are obtained by the game machines GC and GD. Then, the net server GA determines a winner or a looser between the groups.

The server coupling process which is executed at the center server CS will be described by following a flow chart shown in FIG. 6. The server coupling process is executed by the server control unit 11. First, the entry period for the net battle game is started at step S100, and subsequently, at step S110, it is determined whether the entry period should be ended or not. When a predetermined time set as the entry period expires, it is determined that the entry period should be ended. When a negative determination is obtained at step S110, the process goes to step S120 to go into a wait condition of receiving a coupling requirement.

when receiving the coupling requirement, the process goes to step S130 to register the coupling requirement received in a coupling candidate storage area, and after that, returns to step S110. The coupling candidate storage area may be provided in the server storage area 12. When an affirmative determination is obtained at step S110, the process goes to the coupling execution process of step S140. In the coupling execution process, the groups each of which has entered as one unit become competitors to each other, and the players each of which has entered as a single player become competitors to each other. The coupling execution process will be described later. When the coupling execution process ends, the server coupling process is ended.

The coupling execution process will be described by following a flow chart shown in FIG. 7. First, at step S200, referring to the coupling candidate storage area, it is determined whether there is a coupling requirement which has not yet been treated. When a negative determination is obtained at step S200, which means all coupling requirements have been treated, the coupling execution process is ended. On the other hand, when an affirmative determination is obtained at step S200, the process goes to step S205. At step S205, it is determined whether the coupling requirement being treated is the group coupling requirement or not. As mentioned above, when the coupling requirement includes plural game machine IDs 32, it is determined that the coupling requirement is the group coupling requirement.

When an affirmative determination is obtained at step S205, the process goes to step S210 to determine whether the other group coupling requirement has been registered in the coupling candidate storage area. When an affirmative determination is obtained at step S210, the process goes to step S220 to determine the group GRs corresponding to the two group coupling requirements as the competitors. Thereby, the server control unit 11 functions as the group coupling portion 11 a. After the competitors are determined, at step S225, the game machine G to function as the net server is determined from the game machines GA to GD which have been coupled. Thereby, the server control unit 11 functions as the net server determination portion 11 b. Subsequently, the process goes to step S230 to generate the coupling notice 40. The data included in the coupling notice 40 is indicated in FIG. 5 as sown before. When the coupling notice 40 is generated, the process goes to step S270. When a negative determination is obtained at step S210, without continuing the treatment of the group coupling requirement being treated, the process returns to step S200 to treat the next coupling requirement.

When a negative determination is obtained at step S205, which means that the coupling requirement being treated is the single coupling requirement. Accordingly, the process goes to step S240 to determine whether the other single coupling requirement has been registered in the coupling candidate storage area. When an affirmative determination is obtained at step S240, the process goes to step S250 to determine the players corresponding to two single coupling requirements as the competitors. When the competitors are determined at step S250, the game machine to function as the net server is determined at step S255. Subsequently, the process goes to step S260 to generate the coupling notice 40′. In this case, the data included in the coupling notice 40′ is similar to the coupling notice 40 for the case that the groups GR are coupled, except that one game machine ID 32 and one piece of player information 33 are correlated to each of the shop IDs 30 and 30′. When the coupling notice 40′ is generated, the process goes to step S270.

At step S270, the coupling notice 40 or 40′ generated at step S230 or step S260 is transmitted to the game machine(s) G corresponding to the coupling notice 40 or 40′. After transmitting the coupling notice 40 or 40′, the process returns to step S200. By steps S230 and S270, the server control unit 11 functions as the coupling notification portion 11 c. On the other hand, a negative determination is obtained at step S240, without continuing the treatment of this coupling requirement, the process returns to step S200 to treat the next coupling requirement. As mentioned above, in the present embodiment, to the game machine ID corresponding to the coupling requirement which is not coupled, any process is not executed.

A game machine process which is executed at the game machines G which transmits the group coupling requirement MR will be described using FIGS. 8 and 9. The game machine process is executed by the game machine control unit 25. First, the processes which are executed after a predetermined local-game start operation is performed by the player P until the local game is started, will be described as the processes at the game machine GA for instance, by following a flow chart shown in FIG. 8. First, at step S300, it is determined whether the game machine GA has received a battle requirement from the other game machine GB in the shop SP1. When a negative determination is obtained, the process goes to step S310 to broadcast a battle requirement within the shop LAN L1. In the battle requirement, at least the game machine ID 32 of the game machine GA is included.

After that, at step S320, the game machine GA goes into a wait condition for receiving the game machine information from the other game machine G. For example, in the game machine information transmitted from the game machine GB, the game machine ID 32 b of the game machine GB and the player information 33 b of the player PB are included. When receiving the game machine information from the game machine GB, the process goes to step S325 to set the game machine GA itself as the local server. Namely, the local server portion 25 a and the local client portion 25 b of the game machine GA itself are started to run, and the local client portion 25 b of the game machine GA and the local client portion 25 b of the game machine GB are set as destinations of the game clients.

At the game machine GA where the local server portion 25 a and the local client portion 25 b are started to run, the processes in steps S330 and S340 are executed by the local server portion 25 a, and the processes in steps S365 and S370 are executed by the local client portion 25 b. At step S330, the local server portion 25 a generates and transmits to the center server CS, the group coupling request MR1. The data included in the group coupling requirement MR1 was described above (FIG. 5).

When transmitting the group coupling requirement MR1, the process goes to step S340 to transmit a local-game start notice to the game client portion 25 b of each of the game machines GA, GB, and subsequently, the process starts the local game at step S350. In the local game of this case, the local server portion 25 a of the game machine GA functions as a game server. Each of the local client portion 25 b of the game machine GA and the local client portion 25 b of the game machine portion GB functions as a game client. On the other hand, when an affirmative determination is obtained at step S300, which means that a battle requirement has been transmitted from the other game machine GB previously and the battle requirement has been received. In this case, the process goes to step S360 to start to run the local client portion 25 b of the game machine GA itself and set the game machine GB as the local server. The local client portion 25 b of the game machine GB executes the subsequent processes of step S365 and step S370.

At step S365, the game machine information including the game machine ID 32 a of the game machine GA and the player information 33 a is transmitted to the local server GB. Subsequently, at step S370, the game machine GA goes into a wait condition for receiving a local-game start notice from the local server GB. When receiving the local-game start notice, the process goes to step S350 to start the local game. In the local game of this case, the local server portion 25 a of the game machine GB functions as the game server, and the local client portion 25 b of the game machine GB and the local client portion 25 b of the game machine GA function as the game clients.

As mentioned above, in the present embodiment, the game machine G which has transmitted the battle requirement previously is determined as the local server. The processes of steps S300 to S325 and S360, where either the game machine GA or the game machine GB is determined as the local server and competitors are coupled, correspond to the above mentioned local coupling process. Thereby, the game machine control unit 25 functions as the local function determination portion 25 e.

The processes of the game machine process to be executed at each game machine G after the local game is started and until the net battle game is started, will be described by following a flow chart shown in FIG. 9. First, at step S400, it is determined whether the coupling notice 40 has been received from the center server CS. When an affirmative determination is obtained at step S400, the process goes to step S405 to generate the coupling message above mentioned, based on the coupling notice 40 and display it on the monitor 21. Thereby, the game machine control unit 25 functions as the competitor group notification portion 24 f. Subsequently, at step S410, it is determined whether the game machine G is the net server referring to the net server information 41 of the coupling notice 40.

When an affirmative determination is obtained at step S410, the process goes to step S415 to start to run the net server portion 25 c and the net client portion 25 d of the game machine G itself, set the game machine G itself as the net server, and set the net client portion 25 d of each game machine G as the net client. Subsequently, the processes of step S420 and step S425 are executed by the net server portion 25 c, and the processes of step S435 and step S440 are executed by the net client portion 25 d.

At step S420, the data for net game is received from the game machine G of the other shop SP and the game machine G of the same shop SP. After that, at step S425, a net battle start process is executed. In the net battle start process, as the processes of the net server, the information about the player P of each game machine G is set and the net battle start notice is transmitted to the net client portion 25 d of each game machine G. After that, the net battle game is started. In the net battle game of this case, the net server portion 25 c of the game machine G itself functions as the game server and the net client portion 25 d of the game machine G itself functions as the game client.

When a negative determination is obtained at step S410, which means that the game machine G itself is not the net server. In this case, the process goes to step S430 to set as the net server, the game machine G indicated in the net server information 41, and start to run the net client portion 25 d of the game machine G itself. The net client portion 25 d of the game machine G itself executes the processes of step S435 and step S440. At step S435, the data for net game is transmitted to the net server, and subsequently, the process goes to step S440 to go into a wait condition for receiving the net battle start notice. When receiving the net battle start notice, the net battle game is started. In the net battle game of this case, the net client portion 25 d of the game machine G itself functions as the game client.

On the other hand, when a negative determination is obtained at step S400, the process goes to step S445 to determine whether the local game should be ended or not. In the case that the local game should be ended, the process goes to step S450 to execute a game end process of the local game. In the game end process, for example, a winner and a loser are determined by comparing the scores of the game machines GA and GB which have battled with each other within the shop SP1. In this way, in a case that the coupling notice is not received, the local game continues until the end thereof.

The present invention may be executed not only by the above mentioned embodiment, but also by various kinds of embodiments. For example, the local game may be played between at least three players, and the number of players included a group GR, namely, the number of players to play the local game may be not less than two. If the net battle game can be battled between not less than three groups, the not less than three groups GR may be coupled by the group coupling portion of the center server CS. Moreover, In a case that the net battle game is configured so that the number of players constituting each group is not constant, the number of players included in each group to be coupled by the center server may not equal to each other. It is not necessary that the group GR is generated for each shop. the game system may be configured such that plural game machines G where a local game is executed constitute a group, and the group ID for identifying each group is given by the local server.

For distinguishing the group coupling requirement, for example, information indicting that a group is required as a competitor may be added to the coupling requirement. If the data for net game is included in the game machine information, it is not necessary to transmit and receive the data for net game before the net battle game starts. The player information such as a nickname and the like may be registered to the center server in advance. In this case, the game system may be configured such that the group data includes player IDs as the player information, at the center server CS the player information registered is specified based on the player ID, and the player information specified is included in the coupling notice. It is not necessary that the local game and the net battle game are soccer games. 

1. A game system comprising: plural local networks; plural game machines which is connected to each of the plural local networks; and a center server which communicates with each of the game machines via an open network, in which each of the game machines is configured to communicate with the other game machine of the other local network via the open network, a local game is executed between the game machines in the local network, and a network battle game is executed between the game machines coupled by the center server by using the open network, wherein each of the game machines has: a local function determination portion which determines whether or not the game machine itself is a local server at a moment of starting the local game, the local server being a game server in the local game, a local server portion which makes the game machine itself function as the local server when it is determined that the game machine itself is the local server by the local function determination portion; a local client portion which, communicating with the local server portion, makes the game machine itself function as a local client which is a game client in the local game; a net server portion which, when a coupling notice transmitted from the center server indicates that the game machine itself is a net server which is a game server in the network battle game, makes the game machine itself function as the net server; and a net client portion which, when the coupling notice from the center server is received, makes the game machine itself function as a net client which is a game client in the network battle game, the local client portion transmits to the local server portion, the game machine information including at least a game machine ID for identifying the game machine itself, the local server portion generates and transmits to the center server, a group coupling requirement including a group ID for identifying a group constituted by the game machines which has transmitted the game machine information, and the net server portion controls progress of the network battle game where the groups battles with each other, by treating as one unit, the game machines correlated to each of the group IDs included in the coupling notice transmitted from the center server, and the center server has: a group coupling portion couples as competitors, the groups corresponding to at least two group coupling requirements which have been received during a predetermined coupling period; a net server determination portion which determines the net server from the game machines coupled by the group coupling portion; and a coupling notification portion which transmits to each of the game machines, the coupling notice including net server information indicating the game machine determined as the net server, the group IDs the groups of which are coupled, and the game machine information of each of the game machines corresponding to the group IDs.
 2. The game system of claim 1, wherein the local network is a LAN within a shop, and the group ID is a shop ID for identifying of each shop.
 3. The game system of claim 2, wherein the game machine information includes player information of a player operating the game machine corresponding to the game machine information, and the game machine has: a shop table where the shop ID and a shop name are connected to each other; a player information obtaining portion which obtains the player information of the player operating the game machine itself; and a competitor group notification portion which, when the coupling notice is received, based on the game machine information included in the coupling notice received, displays on a game image of the local game, the player information and the shop name as a competitor group.
 4. The game system of claim 3, wherein after displaying the competitor group, the competitor group notification portion makes at least the local client portion stop functioning to terminate the local game. 